This article examines the state of assessment in simulation and gaming over the past 40 years. While assessment has come slowly to many disciplines, members of the simulation and gaming community have been assessing the educational effectiveness of their experiential activities for years, in part because of skepticism from more traditional quarters that gaming and simulation are appropriate techniques to use in the classroom. These past efforts to demonstrate educational value usually went by names other than "assessment." This article reviews research published in this journal using the keyword "assessment" plus a sample of pre-1990 meta-studies on evidence of educational effectiveness. The authors conclude with a discussion of two games, one familiar (SIMSOC) and one new (GLOBAL JUSTICE GAME) that may assist the reader in thinking about assessment strategies and related issues that need to be considered, in particular the role of agency versus structure. (Contains 2 notes.)